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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

Erfolgsfaktoren Virtueller Gemeinschaften im Gesundheitswesen

Dannecker, Achim, Lechner, Ulrike January 2005 (has links)
Virtuelle Gemeinschaften im Gesundheitswesen (VGGW) können – theoretisch – eine ganze Reihe von Aufgaben im Gesundheitswesen übernehmen. Das „Cancerforum“ von compuserve wird wiederholt als Beispiel in der Literatur genannt (Rheingold 1994; Hagel III and Armstrong 1997; Schubert 1999). Andere Virtuelle Gemeinschaften finden sich im Bereich der Brustkrebspatientinnen oder chronisch kranker Patienten (Krcmar, Arnold et al. 2002; Josefsson 2004; Leimeister, Daum et al. 2004). Unabhängig davon gibt es allein im Bereich Gesundheit („Health & Wellness“) bei Yahoo (Yahoo 2005) mehr als 74.000 Gemeinschaftsforen. Man stellt jedoch fest, dass es im Bereich der virtuellen Gemeinschaften im Gesundheitsweisen eine Diskrepanz zwischen der Realität einerseits und dem in der Literatur zugeschrieben Potential andererseits besteht: Gemeinschaften von Patienten beschränken sich heute im Wesentlichen auf wechselseitige Unterstützung und Information. Die Gemeinschaften sind häufig klein und nutzen nur wenige Arten von Diensten der Selbstorganisation (Dannecker and Lechner 2004).
112

Erfolgsgeschichte GeNeMe? – Eine bibliometrische Untersuchung der Autorenschaft über zwei Jahrzehnte

Mietk, Marcus, Zander, Cedric, Hesse, Moritz 30 April 2019 (has links)
Seit mittlerweile 20 Jahren widmet sich die GeNeMe der Untersuchung des Themengebietes der virtuellen Gemeinschaften. Dies war Anlass genug, um einen kritischen Blick auf die Historie der Tagung zu werfen. Dazu wurden in der aufgezeigten Studie insbesondere die Aspekte Internationalität, Interdisziplinarität sowie Praxisorientierung betrachtet. Als quantitative Datengrundlage der bibliometrischen Analyse dienten dabei die Autorinnen und Autoren der 18 verfügbaren GeNeMe-Tagungsbände. Die aufgezeigten und diskutierten Ergebnisse sollen einen möglichen Ausgangspunkt zur Auseinandersetzung mit der gegenwärtigen Situation der Tagung liefern.
113

Virtual Online Communities: A Study of Internet Based Community Interactions

Budiman, Adrian M. 25 September 2008 (has links)
No description available.
114

Stimulating Innovation in New Service Development : User-Involvement in Small and Medium-Sized Web-Based Platform Service Companies

Sada, Abubakar, Wadeisa, Darein January 2016 (has links)
In this thesis, we present a review of the current practices of user involvement. Different methods and tools have proliferated for user-involvement, however, to comprehend the explicit features of a small and medium-sized web-based platform service companies, we contrast our findings with previous experiences and research of user involvement in big companies. In the basis of the aforementioned, we identify methods and contexts that may be appropriate in the context of small and medium-sized web-based platform service companies. Mainly, we reviewed the research field of: user-involvement and new service development.   The central purpose of this study is to determine how do small and medium-sized web-based platform service companies utilize the process of the user involvement across the stages of new service development. Building on previous researches, we suggested that there are different methods to consider under the service development stage (i.e. ideation, development and testing). These methods are grouped under the following terms user-involvement ecosystem, user-involvement interactions, user-involvement platform and user-involvement personnel. The aforementioned methods are suggested to help web-based platform service companies utilize user involvement across the new service development stages. This study is of qualitative nature with a deductive approach. We conducted eight semi-structured interviews in order to get insights from high-level managers responsible of the user-involvement process. All the small and medium-sized companies operated in the service sector and provided a web-based platform. The theoretical framework was utilized in order to analyze the empirical data gathered. We used thematic analysis for our deductive study approach, to interpret the gathered material in order to conclude the results and answer the research question.   Our results revealed that in the ideation and development stages the following is vital: involving lead-users or those who are tech-savvy and tolerant to ambiguity, educating users to familiarize them with the company’s system, moderate rules and structure, mixing focus groups, encouraging user-to-user communication, small number of participants, multi-media approach and online tools, and encouraging idea hunting culture among company’s staff. However, in testing the following is recommended: involving average-users or those who are open-minded and tolerant to risk and innovation, unifying goals and common view by tangibilizing the service, setting rules and regulations for testing the service, having permanent interactions with users, and large number of participants. Finally, it is important to ensure a close relationship, transparency, motivation, face-to-face interactions, and to have an entrepreneurial leader to oversee the whole process across all the former three stages of NSD. To improve on this study, we would recommend the investigation on the user perspective to gain insights on their views of the process of user-involvement across the NSD, as they are directly involved in the development of a new service. Hence, a more extensive research on the user-involvement in web-based platform service companies on both, internal and external facets instantaneously would be of great significance.
115

Role virtuálního přátelství a komunitních sítí v životě dospívajících / Role of virtual friendship and community networks in the life of adolescents

Votrubcová, Šárka January 2012 (has links)
The Thesis Role of Virtual Friendship and Community Networks in the Life of Adolescents is dealing with rather new phenomena of virtual friendship on the internet social network that is connected with young generation to 20 years old. The text consists of two main parts. In the introducing section the main characteristics of comunity social networks in connection to adolescents described on the basis of teorethical analyse, interpretation of literature and description of their main functions. Especially social networking site Facebook is detailed characterized, because virtual friendship is mainly connected with it. The practical part contains research on theme of online communities in the life of adolescents. A public iquirry and a questionnaire were used as research tools. Four goals and six hypothesis were defined. Two hyphothesis were verified.
116

Le rôle des communautés virtuelles d'intérêt dans la communication et la co-création de valeur pour les innovations : le cas des énergies renouvelables / The role of virtual communities of interest in business communication and value co-creation for innovation : the case study of renewable energies.

Gharbi, Rim 23 November 2016 (has links)
Ce travail aborde la question du rôle des communautés virtuelles d'intérêt dans la communication et la co-création de valeur pour les énergies renouvelables en tant qu'innovation. Malgré la multiplicité et diversité des études portant sur les communautés virtuelles, la connaissance, à la fois théorique et pratique, de la manière avec laquelle les membres de ces communautés virtuelles communiquent et co-créent de la valeur pour les innovations demeure limitée. Deux champs théoriques complémentaires ont été mobilisés, la théorie de l'acteur-réseau et la théorie du Lead user, afin de mieux comprendre comment s'effectue cette communication et co-création de valeur pour les énergies renouvelables au sein des « réseaux des communautés virtuelles » et d’élaborer un cadre d'analyse et conceptuel appropriés. Pour ce faire, trois études ont été menées. Une première étude documentaire a été réalisée pour identifier et recenser les diverses parties prenantes dans la communication et la gestion de valeurs co-créées au sein des réseaux de communautés virtuelles d'intérêt pour les énergies renouvelables. Une seconde étude à été menée sur la base de trois « réseaux des communautés virtuelles d'intérêt pour les énergies renouvelables » dans le but de montrer comment les membres-actants de ces réseaux communiquent et co-créent de la valeur pour cette innovation. Une dernière étude a été réalisée sur la base de 28 entretiens semi-directifs afin de montrer comment les diverses parties prenantes communiquent et gèrent les divers types de valeurs co-créés au sein de ces réseaux. Les résultats obtenus ont permis de conceptualiser deux processus. Un premier processus a été mis en oeuvre afin de montrer comment les membres-actants des communautés virtuelles communiquent et co-créent de la valeur au sein de ces réseaux : le « processus en ligne de communication et de co-création de valeur pour les innovations centré sur l’utilisateur ». Un second processus a été conceptualisé dans le but de mettre en oeuvre la stratégie de communication et de gestion de valeurs cocréées via ces réseaux: le « processus stratégique de communication et de gestion de valeurs co-créées pour les innovations au sein des réseaux des communautés virtuelles ». Par ailleurs,l'implication mutuelle et l'intégration des divers acteurs/actants au sein des réseaux de communautés virtuelles (à savoir les utilisateurs, le réseau en tant qu'actant, les contributions, les valeurs co-créées, ainsi que les community managers) permettent de communiquer, de diffuser, de co-créer collectivement et de redéfinir l'innovation en tant que résultat d'un système d'interactions sociotechniques, favorisant la stabilisation de cette innovation et sa mise en boîte noire. / This work addresses the issue of the role of virtual communities of interest in the communication and the co-creation of value for renewables as an innovation. Despite the multiplicity and diversity of studies based on virtual communities, both theoretical and practical knowledge of how members of these virtual communities communicate and co-create value for innovation remains limited. In order to better understand the way of communicating, value co-creating and building an approriate analytical and conceptual framework, two complementary theoretical fields were mobilized : the actor-network theory and the lead user theory. Three studies were conducted. A primary study was conducted to identify the various stakeholders in the communication and the management of co-created value within virtual communities’networks of interest in renewables. A second study was conducted on the basis of three « networks of virtual communities of interest in renewable energies » in order to highlight how members of these networks communicate and co-create values for this innovation. A final study based on 28 interviews was conducted to understand how the various stakeholders communicate and manage diverse types of co-created values within virtual communities’networks related to renewables. Results enable to conceptualize two diverse processes. A first process was implemented to show how members of virtual communities communicate and co-create value within virtual communities’networks of interest in renewable energies: the « online user centred co-creation of value and communication of innovation process ». A second process was established in order to implement the strategy of communication and management of co-created value through virtual communities’networks of interest in innovation: the « strategic process of communication and co-creation of value to innovation management within virtual communities’networks ». Moreover, mutual involvement and integration of various actors within virtual communities’networks (such as : users, networks, contributions, co-created values and community managers) enable to communicate, to diffuse, to co-create collectively,to redefine the innovation as a result of a socio-technical system and to foster the «stabilization» of this innovation.
117

Objetos de aprendizagem no contexto das comunidades virtuais auto-organizadas para a produção de software livre e de código aberto / Learning objects in the context of self-organized virtual communities for the development of free and open source software

Rivas, Teobaldo 15 December 2009 (has links)
A presente tese tem como objetivo produzir subsídios para a construção de um referencial teórico-metodológico sobre a utilização dos objetos de aprendizagem no contexto das comunidades virtuais auto-organizadas para a produção de software livre e de código aberto. Utiliza-se como metodologia a etnografia virtual (HINE, 2000) em conjunto com a teoria analítica da ação mediada (WERTSCH, 1991) e a análise de conteúdo (BARDIN, 2000). A coleta de dados foi efetuada, em duas fases, nos fóruns de discussão de quatro (4) comunidades, além de uma comunidade incubadora de desenvolvimento de projetos de software livre e de código aberto. Constata-se que os objetos de aprendizagem mediam o processo de solução de problemas, uma vez que 100% dos problemas da amostra analisada foram resolvidos, apesar da ausência de um padrão de conformidade desses objetos. Esta limitação é superada em razão do perfil específico imperante dos membros ativos da comunidade, pois estes possuem elevado nível de comportamento colaborativo/cooperativo, iniciativa voluntária, desprendimento, obstinação, capacidade de autoaprendizagem, autonomia, independência, disciplina, responsabilidade e comprometimento com prazos, qualidade dos produtos e outras exigências estabelecidas pela comunidade. Outro fator de relevância é que as comunidades são ricas em interação humana, o que qualifica o processo do significado da mediação e o ambiente de colaboração, nas ações referentes à localização, montagem e contextualização dos objetos de aprendizagem. Os significativos resultados atingidos por estas comunidades têm impactado, sobremaneira, as grandes organizações de produção de software, levando-as a rever suas estratégias corporativas, boas práticas de desenvolvimento, gestão de pessoas, equipes e projetos. Por outro lado, infere-se que a sustentabilidade de tais comunidades não pode estar assentada somente em atributos e habilidades pessoais, principalmente pelo fato de que a localização dos objetos de aprendizagem para a solução de problemas baseia-se no conhecimento tácito de seus membros. Necessário se faz agregar inovações na forma e funcionalidade de tais comunidades (padrão de conformidade, métodos e ferramentas tecnológicas), com vistas a possibilitar uma efetiva e universal acessibilidade do conhecimento produzido para a solução mais eficiente dos problemas, bem como incorporar membros com comportamentos e habilidades diversos. Os resultados desta pesquisa contribuem para as inovações futuras, no campo teórico e prático, na definição de um padrão de conformidade para a especificação, indexação, uso, combinação e avaliação dos objetos de aprendizagem, além de motivar a mudança de comportamento, cultura e forma de aprender. / The present thesis aims to produce subsidies for the development of a theoreticalmethodological referential on the use of learning objects in the context of self-organized virtual communities for the development of free and open source software. The methodologies used were the virtual ethnography (HINE, 2000), together with the mediated action analytical theory (WERTSCH, 1991) and content analysis (BARDIN, 2000). Data was collected in two phases: from the discussion forums of (4) four communities, and from an incubator community for the development of free and open source software projects. The learning objects appear to mediate the problem solution processes, since all the problems of the analyzed sample were solved, despite the lack of a standard of compliance of those objects. This limitation is overcome due to the specific dominant profile of the active members of the community, who display a high level of collaborative behavior, voluntary initiative, detachment, obstinacy, auto-learning capacity, autonomy, independence, discipline, responsibility and commitment to deadlines, product quality and other requirements established by the community. Another relevant aspect is that the communities are abundant in human interaction, what qualifies the mediation significance process and the collaborative environment in the actions referring to location, assembling and contextualization of the learning objects. The meaningful results obtained by those communities have led great software production organizations to review their corporate strategies, good developmental practices, staff, people and project management. On the other hand, it is inferred that the sustainability of those communities can not be maintained only by personal attributes and abilities, specially because the location of the learning objects for problem solution is based on the tacit knowledge of their members. It is necessary to aggregate innovation into the nature and functionality of those communities (standard compliance, technological methods and tools), to not only enable an effective and universal accessibility to knowledge leading to more efficient problem solution, but also to incorporate members with diverse behavior and abilities. The results of the present research contribute to future innovation in both theoretical and practical fields in the definition of a pattern of conformity for the specification, indexation, use, combination and evaluation of learning objects, in addition to motivating a change of behavior, culture and way of learning.
118

O movimento de software livre e a produção colaborativa do conhecimento

Sanches, Wilken David 25 May 2007 (has links)
Made available in DSpace on 2016-04-25T20:21:49Z (GMT). No. of bitstreams: 1 Wilken.pdf: 1398546 bytes, checksum: 829e2098dbfebfbb3ec091d6b72d1bfd (MD5) Previous issue date: 2007-05-25 / This dissertation approaches the construction of a collaborative model of knowledge production disseminated by the Free Software Movement and its opposition to the current law of intelectual property. It describes the genesis of the free software movement as well as how it has become consolidated as an independent domain of knowledge production. In order to better illustrate the model of production proposed by the Free Software Movement and its virtual communities, this paper presents an analysis on the Debian project´s organization and structure for the making of decisions. It explores the limitations of the current model of intelectual property and how it has become a powerful tool for making knowledge a prisoner of private institutions. At last, this dissertation presents how this new model of collaborative production surpasses the software development and begins to influence different areas of knowledge, leaving behing the idea of intelectual property and becoming a concept of intelectual inheritance / A dissertação trata da construção de um modelo colaborativo de produção do conhecimento pelo Movimento de Software Livre e seu embate com a atual legislação de propriedade intelectual. É descrita a gênese do movimento de software livre e como ele vem sendo consolidado como um campo autônomo de produção do conhecimento. Para exemplificar o modelo de produção proposto pelo Movimento de Software Livre e suas comunidades virtuais, é feita uma análise da organização e da estrutura para tomada de decisões do projeto Debian. A dissertação explora as limitações do atual modelo de propriedade intelectual e como este vem se tornando uma poderosa ferramenta para o aprisionamento do conhecimento dentro de instituições privadas. Por fim, é apresentado, de que forma esse novo modelo de produção colaborativa ultrapassa o desenvolvimento de softwares e passa a influenciar outras áreas do conhecimento, abandonando a idéia de propriedade intelectual e aproximandose do conceito de patrimônio intelectual
119

O movimento de software livre e a produção colaborativa do conhecimento

Sanches, Wilken David 25 May 2007 (has links)
Made available in DSpace on 2016-04-26T14:56:24Z (GMT). No. of bitstreams: 1 Wilken.pdf: 1398546 bytes, checksum: 829e2098dbfebfbb3ec091d6b72d1bfd (MD5) Previous issue date: 2007-05-25 / This dissertation approaches the construction of a collaborative model of knowledge production disseminated by the Free Software Movement and its opposition to the current law of intelectual property. It describes the genesis of the free software movement as well as how it has become consolidated as an independent domain of knowledge production. In order to better illustrate the model of production proposed by the Free Software Movement and its virtual communities, this paper presents an analysis on the Debian project´s organization and structure for the making of decisions. It explores the limitations of the current model of intelectual property and how it has become a powerful tool for making knowledge a prisoner of private institutions. At last, this dissertation presents how this new model of collaborative production surpasses the software development and begins to influence different areas of knowledge, leaving behing the idea of intelectual property and becoming a concept of intelectual inheritance / A dissertação trata da construção de um modelo colaborativo de produção do conhecimento pelo Movimento de Software Livre e seu embate com a atual legislação de propriedade intelectual. É descrita a gênese do movimento de software livre e como ele vem sendo consolidado como um campo autônomo de produção do conhecimento. Para exemplificar o modelo de produção proposto pelo Movimento de Software Livre e suas comunidades virtuais, é feita uma análise da organização e da estrutura para tomada de decisões do projeto Debian. A dissertação explora as limitações do atual modelo de propriedade intelectual e como este vem se tornando uma poderosa ferramenta para o aprisionamento do conhecimento dentro de instituições privadas. Por fim, é apresentado, de que forma esse novo modelo de produção colaborativa ultrapassa o desenvolvimento de softwares e passa a influenciar outras áreas do conhecimento, abandonando a idéia de propriedade intelectual e aproximandose do conceito de patrimônio intelectual
120

A comunicação hipermidiática das comunidades jovens: caso Ragnarok on-line / The hipermidiatic communication of young communities: Ragnarok on-line case

Rabello, Ana Cristina Bariani Bica 29 May 2006 (has links)
Made available in DSpace on 2016-04-26T18:15:37Z (GMT). No. of bitstreams: 1 AnaRabello.pdf: 2792677 bytes, checksum: cdf8213d13eaa9dd616bb78b3d974ad8 (MD5) Previous issue date: 2006-05-29 / The Massive Multiplayers On-line Game, a popularity worldwide communicational phenomenon are rapidly becoming an important socialization mechanism of all age people, nationality, ethnics and cultures. The object of this research is the Massive Multiplayer on-line Game Ragnarok on-line, an exclusive on-line game that has the constantly switch of information and ideas between players an essential condition for win. Analyze the communication interaction of societies build from these relations that can be producing new and challenging the actual rolls of social interaction and changing the verbal and non verbal dialog of communities in general. For participating communities, play by MMORPG can mean going in a complex social world, bringing together all of them real relationship problems and possibilities of problems existing in real life, possible by virtual representation of human figure. Analyze the relationship s characteristics of these communities, them building template, codes, representation systems and language adopted. Corpus of this analyze is constituted by interaction system made specifically in the game environment and implication about the communicational relationship pattern of these communities. The bibliography used evolve the know areas as follow: communication and information theory, communication media, theory of language, media studies, cyberculture, media culture, game theories / Os jogos multi-jogadores on-line, um fenômeno comunicacional de popularidade no mundo todo, estão rapidamente se tornando um importante mecanismo de socialização entre pessoas de diferentes idades, nacionalidades, etnias e culturas. A presente pesquisa tem por objeto o jogo eletrônico Ragnarok on-line , um jogo exclusivamente on-line onde as trocas de informações e conhecimentos entre jogadores são uma condição essencial à vitória. Analisam-se as interações comunicacionais das sociedades formadas a partir destas relações, que podem estar produzindo novas e desafiando as atuais regras de interação social e gerando grande alteração no diálogo verbal e não verbal das comunidades em geral. Para as comunidades participantes, jogar por meio de um jogo multi-usuário pode significar entrar em um complexo mundo social, trazendo junto todos os problemas e possibilidades de relacionamentos presentes em um mundo não virtual, que se faz possível pela representação virtual de sua figura humana. Analisam-se as características de relacionamento destas comunidades, seus padrões de formação, códigos, sistemas de representação e linguagem adotados. O corpus desta análise é constituído pelos sistemas de interação criados especificamente no ambiente do jogo e suas implicações sobre o padrão de relacionamento comunicacional destas comunidades. A bibliografia utilizada envolve as seguintes áreas do conhecimento: teoria da comunicação e da informação, meios de comunicação, teoria da linguagem, estudos sobre mediações, cibercultura, cultura das mídias, teoria dos jogos

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